/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006-2011 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Desolace
 SD%Complete: 100
 SDComment: Quest support: 5561
 SDCategory: Desolace
 EndScriptData */

/* ContentData
 npc_aged_dying_ancient_kodo
 EndContentData */

#include "ScriptPCH.h"
#include "ScriptedEscortAI.h"

enum eDyingKodo {
	// signed for 9999
	SAY_SMEED_HOME_1 = -1000348,
	SAY_SMEED_HOME_2 = -1000349,
	SAY_SMEED_HOME_3 = -1000350,

	QUEST_KODO = 5561,

	NPC_SMEED = 11596,
	NPC_AGED_KODO = 4700,
	NPC_DYING_KODO = 4701,
	NPC_ANCIENT_KODO = 4702,
	NPC_TAMED_KODO = 11627,

	SPELL_KODO_KOMBO_ITEM = 18153,
	SPELL_KODO_KOMBO_PLAYER_BUFF = 18172, //spells here have unclear function, but using them at least for visual parts and checks
	SPELL_KODO_KOMBO_DESPAWN_BUFF = 18377,
	SPELL_KODO_KOMBO_GOSSIP = 18362
};

class npc_aged_dying_ancient_kodo: public CreatureScript {
public:
	npc_aged_dying_ancient_kodo() :
			CreatureScript("npc_aged_dying_ancient_kodo") {
	}

	bool OnGossipHello(Player* pPlayer, Creature* pCreature) {
		if (pPlayer->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF)
				&& pCreature->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF)) {
			//the expected quest objective
			pPlayer->TalkedToCreature(pCreature->GetEntry(),
					pCreature->GetGUID());

			pPlayer->RemoveAurasDueToSpell(SPELL_KODO_KOMBO_PLAYER_BUFF);
			pCreature->GetMotionMaster()->MoveIdle();
		}

		pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
		return true;
	}

	bool EffectDummyCreature(Unit *pCaster, uint32 spellId, uint32 effIndex,
			Creature *pCreatureTarget) {
		//always check spellid and effectindex
		if (spellId == SPELL_KODO_KOMBO_ITEM && effIndex == 0) {
			//no effect if player/creature already have aura from spells
			if (pCaster->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF)
					|| pCreatureTarget->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF))
				return true;

			if (pCreatureTarget->GetEntry() == NPC_AGED_KODO
					|| pCreatureTarget->GetEntry() == NPC_DYING_KODO
					|| pCreatureTarget->GetEntry() == NPC_ANCIENT_KODO) {
				pCaster->CastSpell(pCaster, SPELL_KODO_KOMBO_PLAYER_BUFF, true);

				pCreatureTarget->UpdateEntry(NPC_TAMED_KODO);
				pCreatureTarget->CastSpell(pCreatureTarget,
						SPELL_KODO_KOMBO_DESPAWN_BUFF, false);

				if (pCreatureTarget->GetMotionMaster()->GetCurrentMovementGeneratorType()
						== WAYPOINT_MOTION_TYPE)
					pCreatureTarget->GetMotionMaster()->MoveIdle();

				pCreatureTarget->GetMotionMaster()->MoveFollow(pCaster,
						PET_FOLLOW_DIST, pCreatureTarget->GetFollowAngle());
			}

			//always return true when we are handling this spell and effect
			return true;
		}
		return false;
	}

	CreatureAI* GetAI(Creature* pCreature) const {
		return new npc_aged_dying_ancient_kodoAI(pCreature);
	}

	struct npc_aged_dying_ancient_kodoAI: public ScriptedAI {
		npc_aged_dying_ancient_kodoAI(Creature* pCreature) :
				ScriptedAI(pCreature) {
			Reset();
		}

		uint32 m_uiDespawnTimer;

		void Reset() {
			m_uiDespawnTimer = 0;
		}

		void MoveInLineOfSight(Unit* pWho) {
			if (pWho->GetEntry() == NPC_SMEED) {
				if (me->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
					return;

				if (me->IsWithinDistInMap(pWho, 10.0f)) {
					DoScriptText(
							RAND(SAY_SMEED_HOME_1, SAY_SMEED_HOME_2,
									SAY_SMEED_HOME_3), pWho);

					//spell have no implemented effect (dummy), so useful to notify spellHit
					DoCast(me, SPELL_KODO_KOMBO_GOSSIP, true);
				}
			}
		}

		void SpellHit(Unit* /*pCaster*/, SpellEntry const* pSpell) {
			if (pSpell->Id == SPELL_KODO_KOMBO_GOSSIP) {
				me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
				m_uiDespawnTimer = 60000;
			}
		}

		void UpdateAI(const uint32 diff) {
			//timer should always be == 0 unless we already updated entry of creature. Then not expect this updated to ever be in combat.
			if (m_uiDespawnTimer && m_uiDespawnTimer <= diff) {
				if (!me->getVictim() && me->isAlive()) {
					Reset();
					me->setDeathState(JUST_DIED);
					me->Respawn();
					return;
				}
			} else
				m_uiDespawnTimer -= diff;

			if (!UpdateVictim())
				return;

			DoMeleeAttackIfReady();
		}
	};
};

/*######
 ## go_iruxos. Quest 5381
 ######*/

class go_iruxos: public GameObjectScript {
public:
	go_iruxos() :
			GameObjectScript("go_iruxos") {
	}

	bool OnGossipHello(Player *pPlayer, GameObject* /*pGO*/) {
		if (pPlayer->GetQuestStatus(5381) == QUEST_STATUS_INCOMPLETE)
			pPlayer->SummonCreature(11876, pPlayer->GetInnPosX(),
					pPlayer->GetInnPosY(), pPlayer->GetInnPosZ(), 0,
					TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10000);

		return true;
	}
};

/*######
 ## npc_dalinda_malem. Quest 1440
 ######*/

#define QUEST_RETURN_TO_VAHLARRIEL     1440

class npc_dalinda: public CreatureScript {
public:
	npc_dalinda() :
			CreatureScript("npc_dalinda") {
	}

	bool OnQuestAccept(Player* pPlayer, Creature* pCreature,
			Quest const* quest) {
		if (quest->GetQuestId() == QUEST_RETURN_TO_VAHLARRIEL) {
			if (npc_escortAI* pEscortAI = CAST_AI(npc_dalinda::npc_dalindaAI, pCreature->AI())) {
				pEscortAI->Start(true, false, pPlayer->GetGUID());
				pCreature->setFaction(113);
			}
		}
		return true;
	}

	CreatureAI* GetAI(Creature* pCreature) const {
		return new npc_dalindaAI(pCreature);
	}

	struct npc_dalindaAI: public npc_escortAI {
		npc_dalindaAI(Creature* pCreature) :
				npc_escortAI(pCreature) {
		}

		void WaypointReached(uint32 i) {
			Player* pPlayer = GetPlayerForEscort();
			switch (i) {
			case 1:
				me->IsStandState();
				break;
			case 15:
				if (pPlayer)
					pPlayer->GroupEventHappens(QUEST_RETURN_TO_VAHLARRIEL, me);
				break;
			}
		}

		void EnterCombat(Unit* /*pWho*/) {
		}

		void Reset() {
		}

		void JustDied(Unit* /*pKiller*/) {
			Player* pPlayer = GetPlayerForEscort();
			if (pPlayer)
				pPlayer->FailQuest(QUEST_RETURN_TO_VAHLARRIEL);
			return;
		}

		void UpdateAI(const uint32 uiDiff) {
			npc_escortAI::UpdateAI(uiDiff);
			if (!UpdateVictim())
				return;
			DoMeleeAttackIfReady();
		}
	};
};

void AddSC_desolace() {
	new npc_aged_dying_ancient_kodo();
	new go_iruxos();
	new npc_dalinda();
}
